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Polygon offset of node overlays causes Z-issues with outline and other nodes #15821
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Can reproduce: If the fix for #15632 is to stay for now, we could probably fix this by just extruding the box a slight bit further for such nodes. |
@sfan5 How about doing the opposite - if there is an overlay, move back the background instead of moving the overlay in front? luanti/src/client/mapblock_mesh.cpp Lines 711 to 714 in 5b14c03
does it work to use layer == 0 and +1 instead of -1?
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Good idea. I'll try it this evening. |
This seems to be a bigger issue. I found that it does not matter what height you use. See my comment in the other issue: #15674 (comment) |
Also before anyone suggests it: yes, we are drawing the overlays after the base layer. this is working correctly. |
I implemented this here 1487a2b Edit: lol nvm, I forgot to edit the |
I don't know whether it's exactly the same issue with water, but a similar Z-fighting issue can be reproduced by placing a |
Luanti version
Operating system and version
Linux
GPU model
Intel
Active renderer
4.6 / opengl / X11
Summary
Note how barely visible the node outline is in this screenshot:
On nodes with no overlays, the line is much more visible.
This is a regression from #15634
For an additional issue with the new overlay approach and "flat" nodes such as carpets and snow, see also #15674
Steps to reproduce
Find a node with overlay textures as the examples #15632.
Observe the selection outline indicating the node you are pointing at.
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